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Favorite Games

Xenoblade Chronicles: Definitive Edition
Xenoblade Chronicles: Definitive Edition
Umineko no Naku Koro ni
Umineko no Naku Koro ni
Persona 3 FES
Persona 3 FES
The Legend of Heroes: Trails from Zero
The Legend of Heroes: Trails from Zero
Disco Elysium: The Final Cut
Disco Elysium: The Final Cut

290

Total Games Played

040

Played in 2024

185

Games Backloggd


Recently Played See More

Paper Mario: The Thousand-Year Door
Paper Mario: The Thousand-Year Door

May 23

Chained Echoes
Chained Echoes

May 21

Pokémon Mystery Dungeon: Explorers of Sky
Pokémon Mystery Dungeon: Explorers of Sky

May 20

Shin Megami Tensei III: Nocturne - HD Remaster
Shin Megami Tensei III: Nocturne - HD Remaster

May 20

Ōkami HD
Ōkami HD

May 20

Recently Reviewed See More

Not much to play with on this one, but the content they did add was great. I particularly love the Inventor episode. "Here's a bunch of garbage that is situational at best. Make a build!" is such a fun concept that I'm honestly surprised the base game didn't use it as a challenge

I mean, it's not bad, but I guess I just expect something a little more engaging from the Layton series. Big positives are the soundtrack and the one Shop minigame. As far as the plot goes, I don't exactly have high expectations for Layton plots because I understand that the games are for kids and that Unwound Future is too good to expect its quality every time, but this game's plot specifically spends a lot of time on the culrpit's identity, which is one of the most obvious plot twists in video games, instead of actually focusing on any of the more interesting mysteries around the culprit's means and motive. As far as puzzles go, I was actually rather disappointed by this game's puzzles. I noticed a particular trend in the puzzle design of this game, and they came up so often that I started referring to them as "intern puzzles". The formula is that there's some story problem laid out to make for the mechanics of a puzzle. Something like "This ant has to cross over a matrix of overlapping pencils to reach the other side, which single pencil can you pick up to give him a clear path?" And then there'll be a complicated matrix of overlapping pencils, 6 of which are colored. So you'll spend a few minutes tracing the potential paths the ant can go down, which ways get cut off, what would happen if you removed a pencil that was obstructing, what would happen if you moved a pencil to lift something on top of it, what would happen if you placed a pencil down elsewhere to serve as a bridge, etc. And then after a while you realize the ant is sitting on top of a colored pencil and that the answer is to lift that one up and just place it on the other side. Basically, the solution is to not engage with the puzzle created at all and to instead engage with the story that the puzzle is framed with. The first time you see this it's cute, a humorous little gotcha, but when it starts to feel like 10-20% of the puzzles in the game do variants of this trick, the game starts to feel a bit hollow. That's not to say there aren't any good puzzles, in fact I'd say the 3DS's hardware was used well on a number of them, but I guess they felt a bit... lazy? Like a "we've been doing this for 5 games" mentality.

I can conceptually understand why people like this game. From my perspective, Stardew Valley is a matrix of progression bars from top to bottom. Every aspect of the game feels like you're accomplishing something, from raising your profits, to completing bundles, to raising friendship meters, to getting through the mines, filling up the museum, even harvesting a single crop, it's all Something meaningful, something to make you feel both like you're getting valuable work done but also that there's always more work to be done.
What I can't comprehend at all is how people find this game "cozy". The second you wake up the clock is ticking, NPCs, stores, even the fish are on their schedules, you have to manage your crops, and make sure you set up automation so that you don't spend TOO much time on your crops, and try to get as much of a season's exclusive items as possible so that you can get the community center going without having to wait an extra year, and get back from the mines to Clint's Forge before 4:00, and make sure your energy doesn't get too low too early in the day (and have food ready if you think it will), and...
When I play this game I feel like I need to have a spreadsheet open just to track what things are worth doing, but the thing is, everything is worth doing, and I have no time at all to do it, so this relaxing, comfy, chill game is more akin to the experience of eternally feeling like I'm not accomplishing enough with the limited time I have available in a given day, season, year, play session.
I'm not saying the game is bad. I would ordinarily consider it a good thing to have a game with this much content, to make it feel like everything you're doing is relevant, all while maintaining a comfy atmosphere. It's just that when the game, journalists, and fans all act as if this is a relaxing farming game it drives me a little bit insane, because I think it failed completely in this regard and is at best a game that satirically presents itself with that aesthetic when that couldn't be further from the truth.